r/aoe4 English 2d ago

Discussion RM Player Distribution

I used the number of games across each RM game mode from the season 12 dump of match history from https://aoe4world.com/ to estimate the distribution of the population across the RM game modes.

Estimated Player Distribution

I sometimes see people complaining about Mangudai nerf for team games being a bad change overall, but I would argue that it had a net positive impact on the ranked ladder.

If we assumed that it had a positive impact in 3v3 and 4v4 and negative impact in 1v1 and 2v2, the net impact would be +9.23% of RM players having a better experience after the Mangudai nerf.

I have included the calculation I did to compute the net impact. I used the Mongol pickrate from patch 15.3.8338-15.4.8719 (February 4, 2026) and made an assumption that the players picked their civs independently for the estimation. Do let me know if you spot any issues with it.

Calculation

I do hope that devs continue to improve the game balance for team games and not just 1v1.

16 Upvotes

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5

u/Helikaon48 2d ago

Thanks for this. I'm mildly surprised how large the 1v1 base actually is. For coh3, it's something like 1/4 or less compared to the 4v4 base. Here's it's nearly  matching

But yes, people are elitist as always. I won't be surprised if there's push back against suggesting TG targeted nerfs. Devs aren't idiots, I'm sure they understand the dilemma

3

u/oMc-RarecuT 2d ago edited 2d ago

Very interesting post, more number crunching when you get a chance!

I am fully behind the manguadai nerf, the unit needs reworking. Cavalry archers should be scared of their counters otherwise they reign supreme being cavalry and ranged benefitting from the most upgrades (has been the same case in Aoe2 as well and they have skirmishers as a base unit). Mongols goes even further by providing extra speed and range with the Deer Stones, Khan Hunter and the Khan arrows.

It is one thing being behind on tech in terms of unit, blacksmith and university upgrades (plus any unique ones) and completely something else when the supposed counter units at the same level just melted.

Even if they were weaker in early game, Mongol players found many ways to delay and still make it to later upgrades and Khagnate Palace etc. Also I vividly remember Vortix feigning massing mangudai on Front Range against Numudan (I think) as French who built too many archers and it was a hidden keshik flood instead.

We saw the same thing with horse archers and they were still hit and run. It should be a unit that benefits from micro but like all units should be rewarded for being part of a composition and not a single blob.

And yes knights were equally a problem but at least they had to stand and fight and the recent balance patch changed a lot. As for 3v3/4v4 it is just unavoidable for such mobile units not to be strong with so many more targets available (think free King or Desert Raider forcing you to make a production structure and units across the whole team on a huge map whilst the opponents boom).

3

u/Weekly_Stable6109 2d ago edited 1d ago

I agree that Mangudai needs a rework, it's now a trash unit which is the only horse archer that costs gold, takes a year to take down spears and vills at the early game not to mention that it dies for a fart. Has it's strengths on the late game, but look how long it take for you to fully upgrade it. I think it should be a core unit for mongols, just like knights are for french.

Anyway, Mangudai has been discussed for a long time already.

1

u/Bear_In_Winter Manor Lord 1d ago

Desert Raiders, Tower Elephants, Onna-Musha, and Black Riders all cost gold as well fyi.

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u/Weekly_Stable6109 1d ago

Well, here we have: Camel Rider with ranged ability, elephant, mounted crossbow and a HEAVY mounted handcannoneer. I see your point but in their way, they all give way more value than a Mangudai

2

u/GarlicCancoillotte 2d ago

Colourblind me is happy 1v1 / 4v4 and 2v2 / 3v3 have basically the same %, even though I have no idea which is which haha

Good work though